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Below is the development log for Squillamorph. It is GIF heavy and it might take a while to load them all.
Hello everyone! This week's post is the 50th update and I can't believe how far the game has come since the first! Over the past week, I've worked hard on the Reactor K region to get it closer to the level of the Waste Processors region. This includes new visuals, Kobold improvements and boss updates!
After a week of not working on the Kragon, I decided to come back to it. I now have a solid plan of how the fight will work and I'm excited to see what players think of it. So I don't spoil too much, I won't talk about specifics of the fight but you will see a bit of it in the GIF. I've now finished off the main visuals for the Kragon. I've updated the head and given it a neck, the foot and arm positions are now much better, and both guns are now firing in its attack. There's also a new environment asset that will play a role in the fight. I've got big plans for the scenery in this level, which I will hopefully be able to get done by next week's post. The fight still has a way to go yet, but I am really happy with the progress so far!
As I was working on the Kragon, I remembered that I meant to revisit the Kobold. The biggest challenge of improving the Kobold is the legs, as always. The way the feet decide where to go needed improving, but the main cause of their problems is the way the Kobold moves. Gravity does not affect creatures unless they move onto an air tile that is not next to a wall or floor. This means the Kobold can go up for a short distance when on the floor. This wouldn't be a problem, but the legs are stretched just too far when this happens and they have to re-position. To stop this, I added a condition that applies gravity if no feet are on the ground. This makes things mostly much better but climbing walls is more difficult, as you can see at the end of the GIF. I will continue to work on this so that playing as a Kobold can be as much fun as playing as a Flop Shark!
As I was updating the Kobold, I thought it was about time for some new background assets. I've only got one completed so far but another few in the works. This region revolves around a reactor, hence the name Reactor K, so I'm making some spherical coolant tanks or something along those lines. Hopefully, these assets will spruce up the levels like the trash assets did for the Waste Processors region. A challenge with these assets is the fact that they are spheres. I wasn't sure how to normal map them at first. I have a rule to only use 8 directions of lighting for the normals to keep the normal mapping stylised. However, with a sphere of this size it looked bad. So this is the first time that I've used a smooth normal map on an asset, which I hope doesn't break the visual style too much!
That's it for this week's post! This week I plan to do more visual work on the Reactor K region and more improvements to the enemies and Kragon boss. I hope you enjoyed seeing the past week's progress!
Thanks for reading!
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I'm the game developer for Squillamorph! I'll post here on the devlog as often as I can.